TL;DR
This is a summary of the paper “More Common Than You Think: An In-Depth Study of Casual Contributors”. For the impatient, there is a summary of the summary:
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Casual contributors are rather common. 48.98% of the overall contributors that we analyzed are actually casual contributors. However, these contributors are responsible for only 1.73% of the total contributions in our set of analyzed projects.
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Casual contributions are far from being trivial. After a manual inspection of a sample of casual contributions, we found that although 28.64% of them are related to grammar and typo fixes, 30.20% of them fix bugs, 18.75% propose new features, and 8.85% refactor code.
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Casual contributions are well liked. These contributions are perceived as a beneficial phenomenon from the perspective of project maintainters and casual contributors. Personal needs was the most reported motivation for the casual contributors. As a shortcoming, project maintainters reported an increasing number of reviews, which demands time from core developers.
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Github changed the way developers contribute to OSS projects, in particular by providing a single process of contribution, which is called pull-based model. Using this model, developers do not need to have write access to the repository in order to provide changes to the software. This kind of environment, together with its contribution model, encourages newcomers to participate in the process.
However, while some contributors want to have a key role on the project, some others do not share the same desire, although they still want to contribute nevertheless. In fact, it is well-known that popular projects have a restricted set of core developers, who drive the project, but also a broad set of “not that involved” developers, which are responsible for a long tail of small contributions.
Despite the growing number of newcomers interested in contributing to OSS, little is known about this particular kind of contributor: the casual contributor. In a study published on SANER’16, we investigate (1) how common casual contribtuors are, (2) what are the characteristics of their contributions, and (3) how they are perceived.
Here in this blog post, we will describe the main findings of the paper. If you want to know more about this research, consider reading the pre-print.
OSS selection
We selected the top 20 most popular open-source projects hosted on Github written in: C, C++, Clojure, CoffeeScript, Erlang, Go, Haskell, Java, JavaScript, Objective-C, Perl, PHP, Python, Ruby, Scala, and TypeScript. Our initial corpus comprises 320 mature, non-trivial, OSS projects. However, we removed 45 false-positive projects (e.g., projects that are not software projects). Our final list of projects included rails, django, and linux.
Surveys with practitioners
We conducted two surveys with 197 the casual contributors and 64 project maintainers. These surveys were aimed at understanding the motivation, the benefits, and the drawbacks of this kind of contribution. Given the opportunity, I would like to thank the 261 developers that answered the survey. Assuming that it took about 10 minutes to answer the survey, the combined effort amounts to 2 full days. As one reviewer said, “The big deal is the story in the survey part”. Thank you.
We observed that 65.8% of our respondents contribute to OSS at least once per month, and 75.2% of them are used to making casual contributions.
How common are casual contributors in OSS projects?
Figure below presents an overall picture of some of the studied projects. Each histogram groups the projects analyzed of each programming language.
To some extent, the analyzed projects have a similar characteristic: most of the contributors perform very few contributions. A non-negligible number of contributors (48.98%) performed a single contribution, which varies from programming language to programming language (e.g., C projects have 39% of casual contributors, whereas JavaScript has 61%). Based on this finding, we decided that the casual contributor is a contributor that performed at most one commit to a software project.
This significant number of casual contributors might lead one to believe that an important proportion of the projects are intrinsically made by casual contributions. In reality, we found the opposite: these casual contributors are responsible for only 1.73% of the total number of contributions in our corpus of OSS projects (linux: 1.02%, rails: 3.46%, django: 3.19%). For a more detailed perspective, next figure shows the percentage of the casual contributors (top) and contributions (bottom) for each programming language analyzed.
We can see that the programming language used matters. With some exception, projects written in static typed programming languages (e.g., C, TypeScript and C++) seem to be less favorable to receive casual contributions than those using dynamic typed ones (e.g., Ruby, Python and JavaScript). We believe this is because scripting programming languages are more concise than procedural and object-oriented ones, and size really matters when it comes to casual contributors.
What are the characteristics of a casual contribution?
We observed that the number of additions, deletions and files touched of contributions do not vary signifi- cantly among the analyzed projects. In particular, the project paperclip is the one with the highest number of additions and deletions among the Ruby projects. See table below. With more than 8 years old, 63% of its contributors are casual ones, who contributed to 12.74% of the project.
| Change | Mean | 3rd Quartile | Std. Dev |
|---|---|---|---|
| Additions | 4.15 | 5.75 | 1.72 |
| Deletions | 1.02 | 1.0 | 0.26 |
We also analyzed the contributions with the lowest number of additions and deletions. In fact, 22.7% of the casual contributions performed on Ruby projects changed a single line of code. Some of them include, (1) preventing a type from being null, (2) updating documentation files, or (3) setting an option to a default value.
We also analyzed a statistically significant sample of 384 casual contributions. We identified 8 categories of casual contributions, summarized next. Afterwards, we discuss the top 3 ones.
| Category | # | % |
|---|---|---|
| Bug Fix | 116 | 30.20% |
| Documentation | 110 | 28.64% |
| Add new feature | 72 | 18.75% |
| Refactoring | 34 | 8.85% |
| Update dependencies | 25 | 6.51% |
| Improve error message | 14 | 3.64% |
| Improve resource usage | 8 | 2.08% |
| Add test cases | 5 | 1.30% |
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Bug fix. It is the most common kind of casual contribution found in our dataset. Some examples include: (1) layout fix, (2) fixing compilation problems, and (3) fixing a broken URL. Still, some bug fixes are far from being trivial, as the one that fixed a race condition at the linux operating system. Not only difficult to identify (such bugs are non-deterministic), the solution employed was also scattered between C preprocessors, which difficulties the reasoning of the compiled program.
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Documentation. This category includes fix for typos, grammar, translation, formatting, and documentation issues. Although these contributions do not require significant programming effort, we found contributions that have thoroughly rewritten the original material. Also, we found that 27 out of these 110 contributions were fixing typos on code examples. This finding reinforces the importance of complete and verified working code examples.
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Add New Feature. Some of the examples include (1) adding a new option for a command line tool, (2) adding support for disabling an option, and (3) adding support for IPv6 remote hosts. Interestingly, 24 out of the 72 contributions in this category were performed at the Linux operating system. Most of them were adding support for a new driver/device, which usually require few additions.
How do casual contributors and project maintainers perceive casual contributions?
We explicitly asked casual contributors and project maintainers “what motivates casual contributors’ behavior”, and the top cited perceived motivation was scratch their own itch, highly mentioned by both casual contributors (90 out of 197) and project maintainers (23 out of 64). Part of this high number of casual contributions can be explained by the pull-request model, which provided a clear and easy contribution process. It was mentioned by 9 out of 64 project maintainters.
Aligned with some studies on the motivation behind OSS contributors, we found that give back to community fosters casual contributions, as said by one casual contributor “As I use a lot of OSS projects, I like to give back to the community”. Another motivation that is inline with the literature is gaining reputation and prestige.
Not among the top cited motivations, we found that four casual contributors reported that their motivation was improving the project. The following quotes clearly illustrate such motivation: “I want to improve the quality of the project”, “That the project is in better shape after my contribution”.
In addition to motivation, we investigated the reasons why casual contributors do not become full active contributors. Lack of time was far the most cited reason by the casual contributors (96 out of 197), like one mentioned “I don’t have time to devote to a more active role”. From the perspective of the project maintainters, Lack of time was also the most mentioned reason why casual contributors do not become a long term contributor (17 out of 64 respondents). The following quote exemplify it: “People often don’t have the time or desire to be long term contributors”.
We also found people who reported that they do not contribute because of their limited skills or knowledge. Some also mentioned that the effort and knowledge needed to become a full contributor was too high. In both cases, they prefer to work on small or peripheral issues, which do not need specific abilities and usually require low effort. Like one of them said: “lack of skills (most of the low hanging fruit is gone)”. Project maintainers noticed this, and eight participants mentioned that code/project is hard to learn was a reason why casual contributors do not become more active.
We also asked the participants their opinion about the main benefits and problems brought by the casual contributors phenomenon. The overall impression is that the benefits overcome the drawbacks brought by this phenomenon. One quote from a project maintainter shows: “Every little piece helps everyone else. We stand on the shoulders of many small giants. Problems? None”.
On the other side, the most reported problems were Time spent by the core members to review newcomers’ code (reported by 12 people) and contributions may go unmaintained (reported by 5 people).
Take away message
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Casual contributors can see that they are not alone, and this behavior is, in fact, rather common in OSS communities. Also, we found that 22.93% of the casual contributions changed a single line of code. Thus, a developer does not need to be shy to contribute, even though her contribution is small. Yet, this study revealed that project maintainers believe that casual contributions are a healthy way of contributing to OSS. Therefore, casual contributors can become even more motivated to do this kind of contribution.
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Project owners can label tasks specific for casual contributors. Similarly, some casual contributors are more comfortable on solving low effort tasks. Thus, project owners can create specific roles for casual contributors (e.g., casual translators), which could also foster more engagement. Finally, since several projects maintainers do not have enough time to review casual contributions, they can introduce “contributions guidelines”, so that newcomers can read and get acquainted with them, therefore reducing code review effort.


Disclaimer: This documentation, the editor and modding support are still in alpha version, so expect more features to arrive (and please be a little patient with certain issues)!
Dungeon Souls is a rogue-like, dungeon crawler game made with Game Maker Studio 1.4. Chances are that, if you're reading this, you probably already know this fact. However, since it was developed with Game Maker Studio 1.4, there is an important concept to keep in mind: the base engine of Dungeon Souls is not meant to support modding completely. The default engine just supports media asset addition such as sprites and audio. As such, two programming languages have been created for this purpose.
The first, called Dungeon Souls Modding Language (DSML) is a high-level language to code mods for Dungeon Souls and primarly the one you'll be using. The second, called Dungeon Souls Assembly Language (DSAL) is a low-level language used by Dungeon Souls' game engine to enable modding support. The Dungeon Souls Modding Editor (DSEditor) will convert from DSML to DSAL, so there is no need to actually change the DSAL, unless you know what you're doing. It is strongly recommended not to change any DSAL files.
Below is a quick tutorial to get you started with your first modding project! If you have programming experience, you may find the Quick Onboarding page more suitable.
When you first boot up DSEditor, your Projects folder will be empty. Right clicking on this folder, or selecting File>New Module (CTRL+N), will allow you to create a new Project Module. A Project Module is a project with the focus of developing a module. A module is a modification to the game. As part of the tutorial, perform the action of creating a new Project Module.
After requesting to create a new Project Module, a window will appear containing the following elements to be filled:
For the sake of this tutorial, we'll input the following information into each field:
After the appropriate information is filled in, a new Project Module will appear under Projects with the name specified previously. Opening the project's node will show all of the modding files associated to the project. In this case, only one file will be present: the Dungeon Souls Module (.dsmod) file. This is the file where the module is declared, as well as any global variables (we'll soon talk about this concept) to the entire module. If you've been following along, the file should look like this:
define module test
{
[NAME]="MyModule";
[VERSION]="1.0.0";
[DESCRIPTION]="My first module for Dungeon Souls!";
[SPRITE_DIR]="Sprites";
//Place code here...
}
If you look at the code, you can see some familiar information. The name, version and description values inserted in the previous window are already set to their corresponding variables. In DSML, certain types of code (often referred as definitions) will have certain types of Game Variables. These represent a special kind of variable, which set important variables for the definition to work properly before any code is executed. Game Variables have the following syntax:
[<NAME_OF_THE_GAME_VARIABLE>]
Apart from the Game Variables specified previously, you can also check that there is one extra game variable called SPRITE_DIR. This game variable specifies the directory where the graphical assets will be stored, so that the engine knows where to load the sprites from. Currently, this value cannot be changed (changing it will cause an error on Dungeon Souls), but is planned to be able to accept any value, as to customize sprite location.
Finally, there is one more element in the code, which is the comment. Comments are pieces of text that are ignored by the compiler, but allow for easy documentation on the code. Use them whenever you need to explain an important concept or set a friendly reminder of what a particular piece of code does in your module. Comments start with // and currently do not possess multiple lines.
Before we venture further on into our first module, it is important to layout the current definitions of the DSML. As stated previously, in the DSML, a definition corresponds to a declaration of a game asset. It tells the modding engine that it needs to define a certain game asset, based on what the definition descibres in its code. In comparison to other languages, it is similar to classes, sharing a few key concepts. In the navigator on the top of the page, you can find documentation for each of the definitions currently available to DSEditor.
Currently, DSML supports the following definitions:
In this tutorial, we have already taken a look at a module definition. We will also create a sprite, function and item using their respective definitions. We will also take a brief look at the syntax and features of DSML. To do this, we'll create a legendary active item that kills all nearby enemies. For each enemy killed, the player gains extra max hp.
In order to have custom graphical images in the game, a sprite must be defined. A sprite can be perceived as a collection of images. If the collection only has one image (often called subimage), then the sprite can be effectively treated as an image. However, if the sprite contains more than one subimage, then the sprite can be considered as an animation.
Before we define a sprite, we must add an image file to our project. To do so, we can do so in two ways:
After adding the image to the project, we can now define our sprite. Similarly to the image addition, creating a sprite can also be done in the following two ways:
define sprite sprLifeAlchemyGem
{
[SUBIMAGE]="spr_Gem.png";
//Sprites can have multiple [SUBIMAGE] fields.
//The order of the sprite's animation is defined by the order of appearance of each [SUBIMAGE]
}
As specified in the comments, the order of the [SUBIMAGE] determines the order of the animation. The modding system determines the order in a top-down fashion, meaning that if, for example, the first subimage declaration has a picture of an apple and the second subimage declaration has a picture of a gem, the sprite's animation will be an apple followed by a gem. Do keep in mind that all animations cycle (meaning that, when the animation reaches the end, it will start again from the first subimage).
Next, we'll learn how to create the item!
In Dungeon Souls, items are objects that aid the player during runs. These can behave in one of three ways:
define item itm_Life_Alchemy_Gem
{
[NAME]="Life Alchemy Gem";
[MAX_STACKS]=1;
[DESCRIPTION]="[ACTIVE] Kills all nearby enemies and#converts their deaths into max hp";
//[SPRITE];
[TYPE]="item_active";
[RARITY]="item_legendary";
//[ON_PICKUP_FUNCTION];
[ON_ACTIVE_FUNCTION]=lifeAlchemyGemActiveFunction();
//[ON_STEP_FUNCTION];
//Place function declarations here...
}
Despite the editor generating a lot of the code for the item, we still need to do a few changes:
It is important to note that, due to the way Game Maker Studio 1.4 (Dungeon Souls' native game engine), the special character # seen in the item's description corresponds to the new line operator, creating a new line at the specified place. For example, the example "This is a line#This is another line" would produce the following text:
This is a line
This is another line
Function definition is slightly more complicated (since it will be the first time we also introduce coding concepts). As such, the next subsection will provide a bit more information of the function that we need to define in our Life Alchemy Gem item.
In DSML, functions are, in a nutshell, blocks of code that can be called by other blocks of code. The difference between regular blocks of code and functions is that functions can accept input values (known as arguments), as well as produce an output value (known as the function's return value). Functions are useful for a wide variety of reasons, since they allow for code to be reused.
One of the possible uses is to keep the code modular and easy to understand. Let's briefly explore this concept in a simple example. Let's assume that we're making a piece of code where we need to use the total defense of the player several times. We'll also assume, for now, that the player only has defense and magic resist. As such, the code would look something like this:
...
defensePercentage=defense/(defense+resist);
resistPercentage=resist/(defense+resist);
...
In the example above, we're calculating what percentage does the 'defense' stat occupy from the player's total defense and doing the exact same thing for the 'resist' stat. At a first glance, this bit of code might seem okay, but shortly becomes a problem when we ask ourselves a simple question: What if the total defense of the player changes over time?
For example, it's perfectly plausible to think that the total defense of the player might include bonus defense or bonus resist (or some other variable that we do not know yet). If this happens, this means we'll have to change all lines of code that calculate the total player's defense. This is where functions come in handy. If we had a function that would return the total defense of the player, then we would only need to make changes in one place! Such a function could be defined as follows:
define function totalPlayerDefense
{
functionOutput result;
//...
result=defense+resist;
}
And done! With the function above, we would replace our existing code with the following:
...
defensePercentage=defense/totalPlayerDefense();
resistPercentage=resist/totalPlayerDefense();
...
As we can see, not only is it easier make any changes to the total player defense behaviour, as it is also easier to know what our code is doing! Even though this is a small example, keeping this kind of mindset is highly encouraged and recommended, as it will make your life easier in the future.
Now, back to the definition of our lifeAlchemyGemActiveFunction! Remember that our item is supposed to kill all nearby enemies and then increase the maximum health of the player by the amount of enemies killed. This effect can be composed into smaller tasks that make it easier for us to code the behaviour:
- Start the enemy kill count with the value zero;
- Get all enemies within a certain radius;
- For each enemy found:
- Kill the enemy;
- Add 1 to the enemy kill count;
- Get the player's maximum health;
- Add the kill count value to the player's maximum health;
- Set the player's new maximum health;
Now that we've described the foundations of our code into simple tasks, it's time to translate these tasks into something the machine can understand (in this case, translate it into DSML)! We can do this as follows (feel free to take your time analyzing the code):
define function lifeAlchemyGemActiveFunction
{
//We'll start by getting a list of all the enemies in a 96 radius of the player
playerX = getPlayerAttribute("x");
playerY = getPlayerAttribute("y");
enemyList = enemiesInRadius(playerX,playerY,96);
//enemiesInRadius returns an id to a list that contains all enemies found in a specific radius.
enemyCount = 0;
//Start the variable that will count how many enemies we've killed. Now, we'll cycle through it using a for statement.
size = listSize(enemyList);
for (i=0:i<size;i=i+1)
{
enemy = listGet(enemyList,i); //Get the id of the enemy
enemyKill(enemy);
enemyCount = enemyCount+1; //Count one more enemy killed
}
maxHp = getPlayerAttribute("hpmax");
maxHp = maxHp+enemyCount; //Add the amount of enemies killed to the player's max hp
setPlayerAttribute("hpmax",maxHp); //Set the player's max hp
listDestroy(enemyList); //Every list allocates memory in the game. When we no longer need it, we destroy it!
}
If you have any questions about the code presented previously, you should visit the reference links that explain what each function does. Apart from the function, the only more complex piece of code is the for statement. This statement is used when you intend to cycle a fixed amount of times and you need to know which iteration you're currently at. A translation of the for statement is as follows:
for (i=0 <start by setting a value to a variable>;
i<10 <keep running the code after the for statement until this condition is false>;
i=i+1 <at the end of each iteration, execute this block of code>)
{<the block of code to execute at each iteration. The variable initialized will hold the value of the current iteration (in this case, the variable i)>}
And that's it! Our item is finally complete! You can now test your item by pressing the Play Button. It will load the game in a special room where you can test your mods at ease. Pressing the F2 key will allow you to spawn the items of your module. Next, we'll learn how to publish your module!
Dungeon Souls allows the addition of modules that are external to Steam Workshop. If you intend to publish your project to Steam, please visit the Steam Workshop documentation page for more information. The upside of having the Dungeon Souls on Steam is that the game automatically adds the subscribed modules.
In order to add the module to the game without the help of Steam, we need to do the following steps:
To share your module outside of Steam Workshop, you'll have to distribute the Zip file yourself.
... And that's it! This completes the tutorial on How to Create Your First Module! Checking out the rest of the documentation, as well as the Quick Onboarding is strongly recommended! We hope you have fun creating modules for the game and feel free to contact us at any time!


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Class ExceptionHandler
Exception handling class
- AloFramework\Handlers\AbstractHandler implements AloFramework\Config\Configurable uses AloFramework\Config\ConfigurableTrait (not available)
- AloFramework\Handlers\ExceptionHandler
Namespace: AloFramework\Handlers
Author: Art<EMAIL_ADDRESS>Since:
Located at class/ExceptionHandler.php
Author: Art<EMAIL_ADDRESS>Since:
1.4 Uses the Configurable interface
1.2 Tracks the last set handler & exception
1.1 log() accepts the $includeLocation parameter
Located at class/ExceptionHandler.php
Methods summary
public
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#
__construct( Psr\Log\LoggerInterface $logger = null,
Constructor |
public static
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public static
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public static
boolean
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public static
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#
register( Psr\Log\LoggerInterface $logger = null,
Registers the exception handler |
public
|
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protected
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protected
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protected
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protected
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public
string
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Methods inherited from AloFramework\Handlers\AbstractHandler
Constants summary
Constants inherited from AloFramework\Handlers\AbstractHandler
Properties summary
Properties inherited from AloFramework\Handlers\AbstractHandler
Magic properties
public
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$config
Handler configuration |


What is the relationship between mindfulness and self-awareness.
I've got a big problem with the chessboard exercise from Eloquent Javascpript book. I find myself overthinking simple solutions. I did not set up my second variable to set empty spaces. I spent 2 hours tweaking with the code. On the end I went to sleep and next day morning it hits me and after 10 minutes everything was on the place. I've learnt that sometimes you just have to step back to find the solution.
I usually starting with a pseudocode or just trying something. I am using also rubber duck method quite often, usually when I am trying to explain the problem to my poor wife, I find my self to find a sulution. Google is my biggest friend when it comes to problem solving techniques. I haven't had a that kind of problem when I have to ask my peers or coaches to ask for a help. That might come soonish.
Explain Map()
, filter
& reduce()
Map()
is useful if you want to apply some transformation to every item in the array and collect up results in new array. Sometimes map function is not enough. Sometimes we want to apply changes only to some items. Items that match only certain tasks. For this purpose we are using filter()
and reduce() is used when You want to find a cumulative or concatenated value based on elements across the array.(method reduces the array to a single value)


[gecode-users] Intersection
Nick Hindle
nick.hindle at tesco.net
Mon Aug 6 21:19:33 CEST 2007
Hi,
I would like to constrain values in an IntSet to the intersection with another IntSet, so all values from outside the intersection are eliminated from the space.
Being a CSP novice I am struggling with how to implement this in Gecode!
Thanks in advance
Nick
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I am a computer science undergraduate at Nanyang Technological University.
I am no longer maintaining this site.


{% extends '_main.html' %} {% block page_title %}Access request confirmed - {{ block.super }}{% endblock %} {% block breadcrumbs %}
{% endblock %} {% block content %}Your request has been received. It will normally be completed within 5 working days.
Your reference is: {{ ticket }}
You will receive a confirmation email to the address you provided.
{% if dataset %}Return to {{ dataset.name }}
{% endif %}


{% load riskgame_extras %} {% if episode.number == 1 %}
{% endif %} {% if episode.number == 2 %}Welcome to the first episode, team! The weather’s great as you can see, which releases you from your right to procrastinate. In other words, time to get rocking! Crank up your stations' production, and of course, don’t forget about safety. Go!
Mei
{% if action_players %}Welcome to episode two, team! Did you know that your production quality and safety are reshuffled at the start of each episode? And that everyone's stations vary wildly? It means that past performance is no guarantee of future results. By the way, the weather's pretty terrible right now. Don’t let this distract you… in fact, you ought to get started right now, so I can get inside and put on some dry clothes.
Harry
{% endif %} {% endif %} Continue


The Undertaker Was Convinced He Was Going to Debut as the Gobbledy Gooker
by Michael BernaschinaIn a clip from WWE legend Stone Cold Steve Austin's upcoming WWE Network series Steve Austin: The Broken Skull Sessions, The Undertaker (real name Mark Calaway) revealed one of his biggest fears leading up to his debut in the then-WWF.
"So about the time I got my phone call, they were doing this promotion where, on the show -- back then they'd do three or four weeks in a row -- they had this gigantic egg on the set," The Undertaker said as Stone Cold displayed a photo of the Gobbledy Gooker's egg. "So this egg appears on the show, right? And all of a sudden my mind just starts going like, 'Aw, man, they're going to bring me in -- now this is how outlandish the gimmicks were back then too -- I'm going to be 'Egg Man.'
Of course, Calaway's career would take a radically different turn as he debuted as the iconic Undertaker, a staple in WWE who would go on to win multiple championships and maintain a 21-0 undefeated streak at WrestleMania, which ended in brutal fashion at the hands of Brock Lesnar at WrestleMania 30 in 2014.
The Gobbledy Gooker still debuted at 1990's Survivor Series, albeit with Eddie Guerrero's brother Héctor Guerrero in the costume. However, the poultry-themed character sadly received a negative reaction from fans and would only make a handful of appearances beyond that before being dropped as a regular performer.
The first episode of Steve Austin: The Broken Skulls Sessions will air Nov. 24 on the WWE Network at approximately 10:30 p.m. ET, following Survivor Series.
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{% extends 'base.html' %} {% load static %} {% block content %} {% include 'partials/_menu.html' %}
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The Report film review: a compelling story
by Lucy RutherfordTHE full “redacted” title of The Report is The Torture Report; much like these two titles there is an initial dryness to this film’s execution that then gets flipped on its head as the shocking facts of the story unfold.
The film is based on the true story of Senate staffer Daniel J. Jones (Adam Driver) who is tasked by senator Dianne Feinstein (Annette Bening) to lead an investigation into the CIA’s Detention and Interrogation Program in the years after 9/11.
He and a team of both Democrat and Republican staffers are given a basement room and over several years go through countless documents detailing the CIA’s use of enhanced interrogation techniques, ie torture.
When they attempt to publish their findings, the CIA and the White House try various methods to block the report from ever seeing the light of day.
Meanwhile, Jones becomes obsessed with the report, deeply affected by the horrific things he is reading yet determined they will not be covered up any longer and that the American people will know the truth.
This film contains, as you would expect, a lot of people in rooms of government buildings talking to each.
But flashbacks to scenes of the torture are so confronting it makes you glad when the film goes back to being merely conversations about these horrific acts.
The Report knows the story it has to tell is so compelling it does not need flashy film techniques or character backstories to draw us in, it simply needs to show what happened.
Driver is the perfect conduit for this story; he draws us into a very wordy script by a very human performance reminding us that through all the political jargon, at the centre is a story about how we should treat other human beings regardless of whether we think they are our “enemy”.
THE ESSENTIALS
The Report (CTC)
Director: Scott Z. Burns
Starring: Adam Driver, Annette Bening, Jon Hamm
Four stars
Screening at Luna Leederville November 14-17 and on Amazon Prime Video from November 29


The way the I see, coding is like “writing a book, or an article in the newspaper”, you need to express yourself so good in a way the people would buy it.
Clean Code
That means, you have to be as clear as possible and release something understandable, no matter what language you’re using. You have to deliver clean code.
Why is important?
People who read your code will understand.
You will do a favor for yourself later.
it would be easy to read, maintain or extend.
Use Intention-Revealing Names
The name of a variable, function, or class, should answer all the big questions. It should tell you why it exists, what it does, and how it is used. If a name requires a comment, then the name does not reveal its intent.
Use Intention-Revealing Names
// what are these?
int ca;
int ua;
def get_dau
self.order(:created_at).all.map do |item|
[item.created_at, item.active_users.to_i]
end
def get_mau
self.order(:created_at).all.map do |item|
[item.created_at, item.unique_active_users]
end
end
Avoid Disinformation
Programmers must avoid leaving false clues that obscure the meaning of code.
We should avoid words whose entrenched meanings vary from our intended meaning.
Beware of using names which vary in small ways.
No information at all is better than misleading information.
“Spelling similar concepts similarly is information. Using inconsistent spellings is dis- information.”
Avoid Disinformation
// Long variables
ABCModuleForEfficientHandlingOfDates
ABCModuleForEfficientStoringOfDates
customerList // hash
quantity //percentage
int a = l;
if ( O == l )
a = O1;
else
l = 01;
Make meaningful Distinctions
Avoid misspelling names to satisfy your code.
Number series are noninformative and noise words are meningless distinctions.
Distinguish names in such a way that the reader knows what the differences offer.
Make meaningful Distinctions
//
get_active_ccount()
get_active_account_info()
def copy_content(a1, a2) {
for (int i = 0; i < a1.length; i++) {
a2[i] = a1[i]
}
}
Class CustomerInfo
end
Class CustomerData
end
Use Pronounceable Names
People are good at words, so take advantage of that. Make your names pronounceable.
Use Searchable Names
Names should be easy to locate across a body of text.
def message
MESSAGE if total > 0 && percent_with_prices <= 10
end
Avoid Encodings
Encoding type or scope information into names simply adds to the burden of deciphering.
Avoid Mental Mapping
Readers should not need to mentally translate your names into other names they already know/are familiar with.
Legendaries i, j, k variable names are really only okay for use as loop counters if their scope is very small and no other names can conflict with them.
Class Names
Classes and objects should have noun or noun-phrase names, like Customer,WikiPage, Account and AddressParser.
But avoid names like Manager, Processor, Data or Info in the name of a class.
A class name should not be a verb.
Method Names
Methods should have verb or verb-phrase names, like deletePage or save.
Don’t Be Cute
Don’t be too clever or humourous with your names.
Name things as what they are.
Pick One Word per Concept
Pick and use one word for abstract concept and stick with it.
A consistent lexicon is a great boon (helpful) to the programmers who use your code.
ie: Do you think these methods fetch, get and retrieve could be equivalent in different classes?
Don’t Pun
Avoid using the same word for two purposes. Using the same term for two different ideas is essentially a pun.
Use Solution Domain Names
The people who read you code are programmers, so go ahead and use computer science terms, algorithm names, pattern names, math terms, and so forth, such as AccountObserver, where Observer means the Observer pattern.
Use Problem Domain Names
To make code more understandable to anyone involved in solving a problem, it is better to use meaningful names in a domain context.
That means, use business language.
Add meaningful Context
The context is very important to understand a name, because it has additional information.
You can add context to names by using prefixes or enclosing them in well-named classes, functions, or namespaces.
Don’t Add Gratuitous Context
Shorter names are generally better than longer ones, so long as they are clear.


I also acknowledge the reader – my friend – which in turn opens up the potential to situate the reader’s own experiences as also being significant. But this is not just about seeing one’s personal experiences “represented.” In her letter, my friend also expressed the desire to share Rankine’s work with friends and colleagues, pointing to the potential for building up a collective dialogue around how racism feels through the body for those who experience it, experience it differently or don’t experience it at all. This act of turning a personal source of empowerment into collective agency is something I have learned is a legacy of feminist pedagogies for collective empowerment and transformational change.
The high-rise part has unexpected positive effect even if you don’t live on a high floor with a view. The reinforced concrete frame makes noise levels lower. Especially from above.Though core variables like square footage have gone down, everything else has been tech-improved
What the "unplug for self-care" crowd doesn't get is that you are part of a Giant Social Computer in the Cloud (GSCITC) computing the future. The level and latency at which you consume information and act on it determines your "job" in the social computer. Your shitposting and FOMO are functional.
The error handling we used for the bot was heavily inspired by ELIZA: as soon as we don’t know what’s going on, we need to take charge of the conversation.
In addition to the parsing that happens before a sentence is sent to dialogflow, there’s also a layer that happens afterward. If no intent was detected (e.g. there was a Default Fallback Intent), then we hit this layer.
This layer tries to do a much more generic analysis of what’s happening using a Parts of Speech tagger to identify the kind of sentence that was said, and either deflect from it or change the conversation.
Yo I dont got no story or anything but I'm an upcoming 15 year old producer out of Jersey with different rapper type beats💔. All my beats are free for even commercial use🔥🔥🔥.  I hope no one views me as some egotistical mf cuz of this. I can also network on IG too.  CHECK REPOST!!!🙏
Sprats:
That's a 3-1/2 ounce can of Swedish sprats (not smoked Baltic sprats). Many recipes not in Swedish call for "Anchovies". This is wrong! Ansjovis in Swedish means Sprats. Actual anchovies are called sardeller. Swedish sprats are totally different from Baltic sprats. They are not smoked and are packed in sugar, salt, vinegar and spices (particularly cloves and cinnamon), and come about 20 fillets to a 3-1/2 ounce flat can yielding 2 ounces drained. Abba brand are no longer sold by IKEA and cost 2018 US $11 on-line (more than half for perishable shipping). For details see our Sprats page.


This dialog is used to edit the project settings and when creating a new project.
General
Name
The default internal project name default project file name.Base Directory
This is typically the folder where the Torque executable and entry script are located.Entry Script
This is the first script loaded by the Torque executable when the game is launched. Normally this is main.cs. If an entry script is not specified then OneClick Debugging must be disabled for each configuration.Script Scanner Extensions
A semicolon separated list of script file extensions the code completion scanner should process when generating the ScriptSense database.Mods
An optional semicolon separated list of mods to include in the project tree and scan for inclusion in the ScriptSense database.Debugging
Address
The IP address or DNS name of the debug target machine. You normally use <IP_ADDRESS> for debugging on the local machine.Password
The password to use when connecting to the debug target.Port
The port on the debug target machine to use. 6060 is the Torque default.Reload Modified Scripts
When enabled and supported by the engine you will be automatically prompted to reload changed scripts after continuing from a breakpoint.
NOTE: As of this time this feature is only supported by the TorqueScript Edit and Continue resource.Hook Code
The debugger startup hook code that will be injected into the entry script. The strings #port# and #password# will be replaced with the correct values from the connection dialog.Elixir
NOTE: At this time the Elixir documentation system is not availible.Search URL
The url to the Elixir search script.Product
The Elixir product string. This is typically TGE, TGEA, or TGB.Version
The product version. Use HEAD for the latest product documentation.
Edit...
Opens the Configuration Settings dialog for editing the currently selected config.New...
Opens the Configuration Settings dialog for creating a new config.Delete
Deletes the selected config from the list.Copy
Creates a copy of the selected config and opens the Configuration Settings dialog for editing.


Date Period
Today
Yesterday
Last Week
Last Month
Last 3 Months
Last 6 Months
Last Year
Date Range:
to
Update
Status
Total Orders
Subtotal
Total Shipping
Total Tax
Total Amount


ozpIwc.api.system.node.ApplicationNodeV2 Class
Constructor
ozpIwc.api.system.node.ApplicationNodeV2
()
Item Index
Methods
Methods
addWatch
-
watch
Adds a new watcher based upon the contents of the packet.
Parameters:
-
watch
ozpIwc.packet.Transport
changesSince
-
snapshot
From a given snapshot, create a change notifications. This is not a delta, rather it's change structure.
API subclasses can override if there are additional change notifications.
Parameters:
-
snapshot
ObjectThe state of the value at some time in the past.
Returns:
A record of the current value and the value of the snapshot.
deserialize
-
data
-
contentType
Sets the api node from the serialized form.
Intended to be overridden by subclasses
Parameters:
-
data
StringA string serialization of the object
-
contentType
StringThe contentType of the object
Returns:
deserializedEntity
-
data
Sets the api node from the serialized form.
Parameters:
-
data
Object
deserializeLive
-
serializedForm
Set the node using the state returned by serializeLive.
Intended to be overridden by subclasses
Parameters:
-
serializedForm
ObjectThe data returned from serializeLive
Returns:
the content type of the serialized data
deserializeResourceFromContentType
-
serializedForm
If a resource path isn't given, this takes the best guess at assigning it. Overriden by subclasses.
Parameters:
-
serializedForm
Object
getSelfUri
()
String
Gathers the self uri from the uriTemplate property if it does not already exist.
Returns:
markAsDeleted
-
packet
Clears the entity of the node and marks as deleted.
Parameters:
-
packet
ozpIwc.packet.Transport
removeWatch
-
filter
Removes all watchers who's packet matches that which is passed in.
Parameters:
-
filter
ozpIwc.packet.Transport
resourceFallback
-
serializedForm
If a resource path isn't given, this takes the best guess at assigning it.
Parameters:
-
serializedForm
Object
serialize
()
String
Serializes the node for persistence to the server.
Intended to be overridden by subclasses
Returns:
a string serialization of the object
serializeLive
()
Object
Serialize the node to a form that conveys both persistent and ephemeral state of the object to be handed off to a new API leader.
Intended to be overridden by subclasses
Returns:
set
-
packet
Sets a data based upon the content of the packet. Automatically updates the content type, permissions, entity, and updates the version.
Parameters:
-
packet
ozpIwc.packet.Transport
snapshot
()
ozpIwc.packet.Transport
Generates a point-in-time snapshot of this value that can later be sent to {@link ozpIwc.CommonApiValue#changesSince} to determine the changes made to the value. This value should be considered opaque to consumers.
For API subclasses, the default behavior is to simply call toPacket(). Subclasses can override this, but should likely override {@link ozpIwc.CommonApiValue#changesSince} as well.
Returns:
toPacket
-
[base]
Turns this value into a packet.
Parameters:
-
[base]
ozpIwc.packet.Transport optionalFields to be merged into the packet.
Returns:
Properties
allowedContentTypes
Array
collection
Array
Default: []
contentType
String
deleted
Boolean
Default: true
entity
Object
lifespan
Boolean
Default: false
pattern
String
String to match for collection.
permissions
Object
Default: {}
resource
String
self - The url backing this node
String
serializedContentType
String
The content type of the data returned by serialize()
uriTemplate
String
version
Number
Default: 0


Characters
Jyn Erso
Putting behind a checkered past by lending her skills to a greater cause, Jyn Erso is impetuous, defiant, and eager to bring the battle to the Empire. Used to operating alone, she finds higher purpose by taking on a desperate mission for the Rebel Alliance.
Captain Cassian Andor
An accomplished Alliance Intelligence officer with combat field experience, Captain Cassian Andor commands respect from his Rebel troops with his ability to keep a cool head under fire and complete his missions with minimal resources.
K-2SO (Kay-Tuesso)
A reprogrammed Imperial security droid now loyal to the Alliance, K-2SO is an alarming sight standing within a secret Rebel base. The pragmatic droid is an effective insertion agent, as he can blend in perfectly at Imperial installations and outposts.
Bistan
The efforts of the Rebellion have drawn warriors from across the galaxy, fighting to liberate their homes and free their people from the oppression of the Empire. Though Bistan wants to ensure the freedom of fellow lakaru, truth is, he’d rather fight no matter what, relishing the thrill of action.
Vehicles
U-Wing
A sturdy troop transport and gunship used by the Rebel Alliance, the U-wing starfighter is a well-armed swing-wing vessel that must penetrate heavy fire zones to deposit soldiers onto battlefields and then fly air support during dangerous missions against the Empire.
X-Wing
The X-wing is a versatile Rebel Alliance starfighter that balances speed with firepower. Armed with four laser cannons and two proton torpedo launchers, the X-wing can take on anything the Empire throws at it. Nimble engines give the X-wing an edge during dogfights, and it can make long-range jumps with its hyperdrive and its astromech droid co-pilot. Luke Skywalker is famous for destroying the Death Star behind the controls of an X-wing.


{% extends "base.html" %} {% block content %}
{% trans "Please do not use your real name, phone number or email address as it's unsafe." %}
{% trans "Only you will see this." %}


Simply, getting a list of cities around your current position:
after registering at
the frontend
...type in
and
Get cities around your current location*
(* make sure your Wi-Fi is turned on)


Example of drag rotate and zoom control with full screen effect.
Hold down Shift
+ drag to rotate and zoom. Click the button in the top right corner to go full screen. Then do the Shift
+ drag thing again.
If there is no button on the map, your browser does not support the Full Screen API.
See the full-screen-drag-rotate-and-zoom.js source to see how this is done.


Hello HTML5, this site is only for learning.
It is look simple on just what has been thought. Anyway, thank you for the course.
Your browser doesn’t support video. Please download the video in Ogg or mp4 format.
Here are lecture 1 and 2 on Quantum Physics from Stanford University.
I love to hear this lecture many times. Enjoy!!!


formulate a notification for it
notification message:
when to send?:
schedule!
feel free to DESTROY this tab and notifications should still send! that is because this new experimental api is cool


Jenny Smith
Consultant
Featured
Create an Employee Profile
7
Jenny Smith
Consultant
Featured
Create an Employee Profile
7
Jenny Smith
Consultant
Featured
Create an Employee Profile
7


|
< Earlier Kibitzing · PAGE 5 OF 5 ·
Later Kibitzing> |
| Feb-03-17 | | luzhin: Because each opponent had the appropriate score, according to Swiss system rules. The pairings were computer-generated, not decided by any human. There was nothing anomalous about any of them. If Hou wants to avoid playing females, then she should do what Judit Polgar did and enter all-play-all tournaments which otherwise have only male players. I'm sure she won't lack for invitations. |
|
Feb-03-17
| | tamar: <luzhin> see Tiggler's post below. Even if all was done correctly, you have to know which model they were using. The relatively rare prize structure might have led some well meaning organizer to suggest the program include an instruction to pair women when possible who have the same points. |
|
Feb-03-17
| | alexmagnus: <The relatively rare prize structure might have led some well meaning organizer to suggest the program include an instruction to pair women when possible who have the same points.
>
See my statistics above. No evidence for such a pairing system at all. Indeed, some women did not play women at all (most notably Javakhishvili). Also, some men played five women. |
|
| Feb-03-17 | | luzhin: If the program had included an instruction for women to play women when they had the same number of points, as some are suggesting, then there would have been many more female vs female pairings than actually occurred. What happened to Yifan was statistically very unlikely within a random system, but in no way impossible. And anyone who knows about statistics knows that the extremely unlikely does occasionally happen, simply by chance. Finally, I repeat: why does it matter that 7 out of her 10 opponents were females? |
|
| Feb-03-17 | | shortsight: <luzhin>, because Hou Yifan wanted to move away from playing only women games and further improve her strength. She very well could have believe that FIDE is trying to prevent that from happening and manipulating her pairing to be women as and when possible. Maybe she thought invisible hands are retaliating for her withdrawal from women world championship. I'm not saying what I said as absolute truth but I'm trying to see possible reasons from her behavior and point of view. |
|
Feb-03-17
| | Gypsy: To paraphrase Fischer:
1.g4- ... best for protest! |
|
Feb-03-17
| | WannaBe: <Gypsy> Bwahahahahaha!! =)) I love it. |
|
| Feb-04-17 | | luzhin: Shortsight, the purpose of randomly generated pairings is not to give each player what he or she wants (even if that were possible). As I said, if Yifan wants to avoid playing other women, she should do what Judit Polgar did and play in all-play-all events as the only female. By contrast, Gibraltar has a much higher proportion of women players than any other open. You may be right about Yifan's thinking, but that doesn't justify her behaviour. |
|
Feb-04-17
| | perfidious: <zed>, was Col Kurtz one of the players? |
|
| Feb-04-17 | | JimNorCal: I think we all see both sides: WC Hou obviously felt strongly, to the point of taking action.
Organizers say it was just chance.
My question: isn't GM Lilith a man? So why not play him and make the protest game be one against a woman? |
|
Feb-04-17
| | tamar: <JimNorCal> It does seem disrespectful of Babu Lalith. Had it been Fabiano Caruana, who also stood at 6 of 10, would Hou have thrown the game? |
|
Feb-04-17
| | WannaBe: http://www.npr.org/sections/thetwo-... Even NPR's reporting on this game. =) |
|
Feb-04-17
| | beenthere240: 3. d3 is an error since a move like 3. a3 would have permitted 3...Qh4#. |
|
| Feb-04-17 | | posoo: All y'all is boffuns |
|
Feb-04-17
| | Tiggler: What would <posoo> say about NIGLUS SHOAT if that player were to complain about being paired against women all the time? I think he would get MAXAMUN SMASHING. |
|
| Feb-04-17 | | schweigzwang: Luckily, however, we have the technology to avoid having to read it. |
|
Feb-05-17
| | Tiggler: Yifan ought to receive some official censure for this game, but she would only have another hissy fit if that happened. |
|
Feb-05-17
| | WorstPlayerEver: Fischer never protested like this. I'd like to see Spasski commentimg on this, however. Seems to be a popular guy, this mr. Spasski. |
|
| Feb-05-17 | | alfamikewhiskey: My (slightly saucy) name suggestion for this game - should pretty much cover it ... :-) "Grob them by the compy" |
|
Feb-05-17
| | Tiggler: <alexmagnus> The probability that at least one player out of 255 would be paired with at least 7 women, assuming there were 45 women was approximately 0.65 . More likely to happen than not. |
|
| Feb-06-17 | | posoo: NIGLUS wod NOT protest about plkaying all da women because he is a NOWN NIBBLE NOBBING FILANDOROR. |
|
Feb-07-17
| | Gypsy: In a Swiss tournament with this many men and women, chances are nearly 1 in 8 that a woman will face 7 other women. (Per a back of an envelope calculation) |
|
| Feb-07-17 | | Absentee: <luzhin: Shortsight, the purpose of randomly generated pairings is not to give each player what he or she wants (even if that were possible).> The pairings aren't random. There's no randomness in the algorithm. The only element of chance, if you want to call it that, is the result of the games, since it's the player's score that will determine the subsequent pairing. |
|
| Jul-12-17 | | The Kings Domain: (lol) Hou tries to pull a Fischer and ends up making her situation worse.


http://www.susangranger.com/
Susan Granger's review of "VATEL" (Miramax Films)
Based on a true story and adapted into English by Tom Stoppard from Jeanne Labrune's French screenplay, this elegant, elaborate 17th century costume drama is propelled by the scheme of a nearly bankrupt French prince (Julian Glover) to save his province by entertaining King Louis XIV (Julian Sands) and his courtiers so lavishly that he will gain favor and patronage. To this end, he relies on his master steward Vatel (Gerard Depardieu), an artist with the power to "create and astonish," to design and orchestrate an incredibly decadent weekend-in-the-country, a bacchanal of eating, drinking, sport and opulent theatrical spectacles. What's unexpected is that, amidst the various sensual pleasures and treacherous sexual liaisons, the King's new courtesan, Anne de Montausier (Uma Thurman), will take a fancy to Vatel, seeking him out amidst his army of peasants in the kitchen galleys, which infuriates the King's scheming confidante (Tim Roth), whom she spurns. Director Roland Joffe ("The Killing Fields") concocts an indulgent feast-for-the eye but what he sacrifices at the banquet is character development. Many relationships and political intrigues are left unexplored and unexplained. As a result, the audience remains emotionally uninvolved. Cinematographer Robert Fraisse, designer Jean Rabasse and costumer Yvonne Sassinot de Nesle create magnificent pageantry and authentically gilded excess within the vast chateau where Vatel, literally, has a finger in every pot, inventing whipped cream when the eggs go bad, drawing miraculous confections out of spun sugar, and defending a scullery lad from the unwanted advances of the Sun King's gay brother. On the Granger Movie Gauge of 1 to 10, "Vatel" is a sumptuous 7, appealing particularly to the appetites of art-house audiences.
The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


holiness
CREDIT
Artist : Akira Wakita
Simulation software development : Yuki Mizuno
EXHIBITION
Media Ambtion Tokyo 2021, Tokyo City View (52F, Roppongi Hills Mori Tower), Tokyo, 2021
TOP
INFO
WORKS


OptContentUsageApplication
1.5
Category
:: Array , required
1.5
Event
:: ( Name | =
"View"
or =
"Print"
or =
"Export"
) , required
1.5
OCGs
:: Array
ArrayOfOCG


Hello, from Nishant Thakur
Student ID:<PHONE_NUMBER>
{{ system_info| safe }}
cdvnsjvcn
Search with magnitude
Search with magnitude range in small intervals
Search with magnitude and Date Range
Search with Location name
Search with Location
Search with Location Range
Search Result:


Public Member Functions | |
| delegate bool | KeyPressed () |
| The function prototype for keypresses. | |
| delegate bool | KeyboardHookHandler (Keys key) |
| Delegate for handling a key down event. | |
Static Public Member Functions | |
| static bool | Enable () |
| Start the keyboard hook. | |
| static bool | Disable () |
| Disable keyboard hooking. | |
| static bool | AddKeyDown (Keys key, KeyPressed callback) |
| Adds a key down to the hook. | |
| static bool | AddKeyUp (Keys key, KeyPressed callback) |
| Adds a key up to the hook. | |
| static bool | Add (Keys key, KeyPressed callback) |
| AddKeyDown wrapper. | |
| static bool | RemoveDown (Keys key) |
| Removes a key down from the hook. | |
| static bool | RemoveUp (Keys key) |
| Removes a key up from the hook. | |
| static bool | Remove (Keys key) |
| Removes a key from the hook. | |
| static string | KeyToString (Keys key) |
| Return a string representation of the given key based on current modifiers. | |
Static Public Attributes | |
| static bool | Control = false |
| Check to see if either Control modifier is active. | |
| static bool | Shift = false |
| Check to see if either Shift modifier is active. | |
| static bool | Alt = false |
| Check to see if either Alt modifier is active. | |
| static bool | Win = false |
| Check to see if either Win modifier is active. | |
| static KeyboardHookHandler | KeyDown |
| Add a HookHandler delegate to this to activate hotkeys. |
| static bool Tibia.KeyboardHook.Add | ( | Keys | key, | |
| KeyPressed | callback | |||
| ) | [static] |
AddKeyDown wrapper.
| key | The key to be added. | |
| callback | The function to be called when the key is pressed. |
| static bool Tibia.KeyboardHook.AddKeyDown | ( | Keys | key, | |
| KeyPressed | callback | |||
| ) | [static] |
Adds a key down to the hook.
| key | The key to be added. | |
| callback | The function to be called when the key is pressed. |
| static bool Tibia.KeyboardHook.AddKeyUp | ( | Keys | key, | |
| KeyPressed | callback | |||
| ) | [static] |
Adds a key up to the hook.
| key | The key to be added. | |
| callback | The function to be called when the key is pressed. |
| static bool Tibia.KeyboardHook.Disable | ( | ) | [static] |
Disable keyboard hooking.
| static bool Tibia.KeyboardHook.Enable | ( | ) | [static] |
Start the keyboard hook.
| delegate bool Tibia.KeyboardHook.KeyboardHookHandler | ( | Keys | key | ) |
Delegate for handling a key down event.
| key | The key that was pressed. Check Control, Shift, Alt, and Win for modifiers. |
| delegate bool Tibia.KeyboardHook.KeyPressed | ( | ) |
The function prototype for keypresses.
| static string Tibia.KeyboardHook.KeyToString | ( | Keys | key | ) | [static] |
Return a string representation of the given key based on current modifiers.
| key |
| static bool Tibia.KeyboardHook.Remove | ( | Keys | key | ) | [static] |
Removes a key from the hook.
| key | The key to be removed. |
| static bool Tibia.KeyboardHook.RemoveDown | ( | Keys | key | ) | [static] |
Removes a key down from the hook.
| key | The key to be removed. |
| static bool Tibia.KeyboardHook.RemoveUp | ( | Keys | key | ) | [static] |
Removes a key up from the hook.
| key | The key to be removed. |
bool Tibia.KeyboardHook.Alt = false [static] |
Check to see if either Alt modifier is active.
bool Tibia.KeyboardHook.Control = false [static] |
Check to see if either Control modifier is active.
KeyboardHookHandler Tibia.KeyboardHook.KeyDown [static] |
Add a HookHandler delegate to this to activate hotkeys.
bool Tibia.KeyboardHook.Shift = false [static] |
Check to see if either Shift modifier is active.
bool Tibia.KeyboardHook.Win = false [static] |
Check to see if either Win modifier is active.


filmcritic.com presents a review from staff member Jeremiah Kipp. You can find the review with full credits at http://filmcritic.com/misc/emporium.nsf/2a460f93626cd4678625624c007f2b46/9b02e0ffef6351c6882569700006b436?OpenDocument
BAMBOOZLED A film review by Jeremiah Kipp Copyright 2000 filmcritic.com filmcritic.com
Welcome to a piece of American history. In the old music hall, white comedians and song 'n' dance men would splash their faces in charcoal, maybe throw on a pair of white gloves, then go through the step-n-fetchin' routine, the exotica and the buffoonery of perceived black culture. Jim Crow, Amos 'n' Andy, Mammy, L'il Black Sambo, Uncle Tom, and the Ten Pickaninnies were typical characters thrown on stage and screen for the amusement and mockery of white audiences.
What began as white actors in blackface evolved with the 1950s Amos and Andy Show on television, featuring black actors in blackface. The content remained the same, with Amos and Andy portrayed as lazy, ignorant, chicken eatin', banjo playin', shifty clowns. Once the show lost favor with an outraged public, the television studios put a halt on developing new shows about the black experience -- degrading or otherwise -- for several decades.
Spike Lee's Bamboozled works as angry satire, asking that we not forget the offensive and disturbing corners of our history.
Pierre Delacroix (Damon Wayans) is the one black writer working for the CNS television studio. The ratings are plummeting, so an Ebonics-talking hotshot producer named Dunwitty (Michael Rapaport) turns to his Ivy-League educated black stooge and demands a new urban themed show with a fresh new hook. "You can do it, my nigga!"
Delacroix has cooked up dozens of ideas for sitcoms and dramas involving black characters, all of which have been rejected as old hat. Thinking he can beat the television industry at its own game, he comes up with the most offensive, disgusting, horrible idea he could possibly imagine: a revival of the minstrel show featuring black actors in blackface. His mission is to get fired immediately, the only way to break his contract.
Well, surprise, surprise! Dunwitty claims to have a boner for the idea, so they immediately go into production. Delacroix and his assistant, Sloan (Jada Pinkett Smith) are suddenly in over their heads, faced with a choice to either go with the flow and ride on the magic carpet of their success or realize the consequences of their actions and do something to combat the blatant racism of this program.
The premise of Spike Lee's film is undoubtedly strong, with a promising first act that keeps the stakes very high. Immediately, however, some of the warning signs start to show, such as his one-dimensional depiction of Delacroix, the whitest black man on the planet, and the conflicted Sloan, whose character changes in such radical leaps and bounds that we again realize, no matter how well-performed the role is by Pinkett Smith, Spike Lee could not write a fully developed woman character to save his life.
If the opening of the movie is good enough to carry us through some of its unsubtleties, Spike Lee really hits his stride with the televised mistrel show. Inspired by the vaudeville routines, performers "Mantan" (Savion Glover) and "Sleep 'n' Eat" (the superb Tommy Davidson) dress in gaudy costumes, don the white gloves and charcoal make-up, fire engine red lips, and googly eyes, and they follow the gawky movements of stereotypical blackface characters.
No punches are pulled. We see scenes where the two goofballs sneak into the chicken coop for some good eatin' while massah prowls outside with his shotgun. The scene has been set in Massah's watermelon patch, where the darkies dance their troubles away.
Purely offensive and disturbing, Spike Lee's accurate recreations of these programs are heightened by montage footage of the actual minstrel shows of America's past.
For quite a while, Bamboozled works as brilliant satire. Even if the offstage antics of Manray, basking in his newfound fame, and Womack, bitter at his own exploitation, feel fairly obvious as dramatic archetypes, Lee's situation is strong enough to carry it through.
However, in the middle of the second act, Spike Lee hurls his entire movie over the cliff with some obvious dramatic tactics. We're treated to scenes which we knew were coming, such as the inevitable lecturing of Delacroix by his mother, who is ashamed of him. Of course, Sloan figures into a predictable would-be love triangle between Delacroix and Manray. (After all, what are women characters good for?)
As with almost every film he's made, Spike Lee clutters up his movie with distracting subplots such as obvious, pontificating potshots at the Wu-Tang Clan, Tommy Hilfiger's clothing line, O.J. Simpson's trial, and violence in the media.
His unforgivable last fifteen minutes feature a kidnapping, violence and bloodshed which are as ridiculous and contrived as they are out-of-character and so concerned with making a "point" that it betrays no less than three of the major characters in his scenario (especially the main female character, who sinks to a great low without any foreshadowing.)
It nearly destroys the movie, and certainly tarnishes the conclusion. Spike Lee again comes up with seemingly five different endings while wrapping the movie up, and is content to include each and every one of them.
That said, no other filmmaker is tackling this subject matter today. Spike Lee may be pompous and arrogant, create one-sided arguments, and go for unsubtle choices, but he's also a master of visual allegory, he creates vivid and colorful dialogue, and he arouses passion in his audience. Bamboozled, for all its numerous and frustrating flaws, is important viewing. It's a film which says, in no uncertain terms, that there are some things we must not forget.

The review above was posted to the
rec.arts.movies.reviews newsgroup (de.rec.film.kritiken for German reviews).
The Internet Movie Database accepts no responsibility for the contents of the
review and has no editorial control. Unless stated otherwise, the copyright
belongs to the author.
Please direct comments/criticisms of the review to relevant newsgroups.
Broken URLs inthe reviews are the responsibility of the author.
The formatting of the review is likely to differ from the original due
to ASCII to HTML conversion.
Related links: index of all rec.arts.movies.reviews reviews


addFrameGroupNamed:origin:size:frameCount:
Adds a new frame group to the sprite, the name of which is given by the first argument. The second argument defines the origin point of the framegroup, the next one its size in pixels (width @ height), and the last argument defines how many frames does this frame group comprehend.
self
addFrameGroupNamed: 'walking'
origin: 0 @ 100
size: 60 @ 50
frameCount: 12.
animating
Returns true if the sprite is being animated, false otherwise.
self animating ifFalse: [ self startAnimation ].
atLastFrame
Returns true if the current frame is the last one of the current frame group.
self atLastFrame ifTrue: [ self nextFrameGroup ].
bottomCollidesWith:
Returns true if the bottom side of the sprite is colliding with the sprite given by the argument.
( ball bottomCollidesWith: paddle ) ifTrue: [ ball bounce ].
bottomCollidesWithAnyOf:
Returns true if the bottom side of the sprite is colliding with any of the sprites included in the collection given by the argument.
( balloon bottomCollidesWithAnyOf: spikes ) ifTrue: [ balloon burst ].
bottomCollidesWithWhichOf:
If the bottom side of the sprite is colliding with a sprite included in the collection given by the argument, it returns the one with which it is colliding.
( magicCoin bottomCollidesWithWhichOf: players ) scoreOnePoint.
centre
Returns the point at the centre of the sprite.
centre:
Sets the centre of the sprite at the point given by the argument.
self centre: 34 @ 236
collidesWith:
Returns true if the sprite is colliding with the sprite given by the argument.
( self collidesWith: bullet ) ifTrue: [ self die ].
collidesWithAnyOf:
Returns true if the sprite is colliding with any of the sprites included in the collection given by the argument.
( self collidesWithAnyOf: bullets ) ifTrue: [ self die ].
currentFrameGroup
Returns the current frame group.
currentFrameGroup:
Sets the current frame group to the one named as given by the argument.
self currentFrameGroup: 'jumping'.
direction
Returns the direction of the sprite in the form of a unit vector represented by a point.
( self direction = ( 1 @ 0 ) ) ifTrue: [ self direction: ( 0 @ 1 ) ].
direction:
Sets the direction of the sprite to the one given by the argument. If the argument is a point that does not define a unit vector, it will be automatically turned into one.
self direction: 24 @ 0. "Results in the sprite's direction being ( 1 @ 0 ) "
distanceFromCentreTo:
Returns the distance from the centre of the sprite to a point given by the argument.
ball distanceFromCentreTo: hole centre.
frameGroups
Returns all the frame groups of the sprite.
frameRate:
Sets the frame rate of the sprite at the value given by the argument. The smaller the value is, the faster the sprite will cycle through the frames of its frame groups.
self frameRate: 5.
height
Returns the height of the sprite in pixels, given by the height of its current frame group.
isInsideCanvas:
Returns true if the sprite is inside the canvas given by the argument.
MyGame >> step
( spaceship isInsideCanvas: self ) ifFalse: [ game end ].
leftCollidesWith:
Returns true if the left side of the sprite is colliding with the sprite given by the argument.
( ball leftCollidesWith: paddle ) ifTrue: [ ball bounce ].
leftCollidesWithAnyOf:
Returns true if the left side of the sprite is colliding with any of the sprites included in the collection given by the argument.
( spaceship leftCollidesWithAnyOf: bullets ) ifTrue: [ spacechip beHit ].
leftCollidesWithWhichOf:
If the left side of the sprite is colliding with a sprite included in the collection given by the argument, it returns the one with which it is colliding.
( magicCoin leftCollidesWithWhichOf: players ) scoreOnePoint.
moveCentreBy:
Adds the distance given by the argument to the centre of the sprite.
self moveCentreBy: 0 @ 5.
nextFrame
Sets the current frame to the next one in the frame collection of the current frame group.
nextFrameGroup
Sets the current frame group to the next one in the collection of frame groups.
position
Returns the position of the top left corner of the sprite.
position:
Sets the position of the top left corner of the sprite to the one defined by the point given by the argument.
self position: 200 @ 500
rightCollidesWith:
Returns true if the right side of the sprite is colliding with the sprite given by the argument.
( ball rightCollidesWith: paddle ) ifTrue: [ ball bounce ].
rightCollidesWithAnyOf:
Returns true if the right side of the sprite is colliding with any of the sprites included in the collection given by the argument.
( spaceship rightCollidesWithAnyOf: bullets ) ifTrue: [ spacechip beHit ].
rightCollidesWithWhichOf:
If the right side of the sprite is colliding with a sprite included in the collection given by the argument, it returns the one with which it is colliding.
( magicCoin rightCollidesWithWhichOf: players ) scoreOnePoint.
spriteSheet
Returns the URL of the sprite's spriteSheet.
spriteSheet:
Sets the URL of the sprite's spriteSheet to the one given by the argument.
self spriteSheet: 'fighter.png'.
startAnimation
Starts animating the sprite.
self animating ifFalse: [ self startAnimation ].
stopAnimation
Stops animating the sprite.
self animating ifTrue: [ self stopAnimation ].
toggleAnimation
Toggles the sprite's animation.
MyGame >> step
self whileKeyPressed: Key space do: [ snake toggleAnimation ].
topCollidesWith:
Returns true if the top side of the sprite is colliding with the sprite given by the argument.
( paddle topCollidesWith: ball ) ifTrue: [ ball bounce ].
topCollidesWithAnyOf:
Returns true if the top side of the sprite is colliding with any of the sprites included in the collection given by the argument.
( player topCollidesWithAnyOf: magicCoins ) ifTrue: [ player scoreOnePoint ].
topCollidesWithWhichOf:
If the top side of the sprite is colliding with a sprite included in the collection given by the argument, it returns the one with which it is colliding.
( spike bottomCollidesWithWhichOf: players ) die.
width
Returns the width of the sprite in pixels, given by the width of its current frame group.
x
Returns the horizontal component of the sprite's top left corner position, in pixels.
x:
Sets the horizontal component of the sprite's top left corner position, in pixels.
self x: 300.
y
Returns the vertical component of the sprite's top left corner position, in pixels.
y:
Sets the vertical component of the sprite's top left corner position, in pixels.
self y: 400.


Block Chain Concepts
Elements
- Transactions. Transactions are created by participants using the system.
- Blocks. Blocks record and confirm when and in what sequence transactions enter the block chain..
Building Blocks
- Partecipants. Block Chain users that interact with each other by mean of the Block Chain Network.
- A network of peer-to-peer nodes. A blockchain network can include everyone with a computer or a small group of known entities that agree to participate.
- A consensus mechanism. The set of rules the network uses to verify each transaction and agree on the current state of the blockchain.
[ Previous ] Block Chain Concepts [ Next ]


--- layout: archive title: Zulip Chat Archive permalink: /stream/116395-maths/topic/lost.20algebraic.20facts.html ---
Still working on topology cleanup, I need someone to tell me whether https://github.com/leanprover-community/mathlib/blob/108486871aa0a7f0afd221c191766e9bebefde82/src/topology/algebra/quotient.lean#L115-L129 is already somewhere else. If not then I'd need to know where to put this (it has no reason to stay there)
I knew those were there but I don't know about quotient_ring_saturate
Thanks Kevin! The second one is not what I needed, but the first one was clearly a duplicate
{% endraw %}Last updated: Apr 24 2020 at 19:02 UTC


dept Computer_Science_&_Engineering() {
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( last date : 15/02/2018 )
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Reference:
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Agreement type:
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LAQV/UCIBIO people involved:
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Partners:
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Global amount (€):
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Management entity:
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Management entity amount (€):
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Group amount (€):
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% hire postdocs:
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% hire PhD students:
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% hire other:
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Notes:
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Mock out the dispatcher.add_request and handle_spi_response, and use these
to ensure that the correct request is being sent to the back end when
Dispatch is called.
Args:
request: An ApiRequest, the request to dispatch.
config: A dict containing the API configuration.
spi_path: A string containing the relative path to the SPI.
expected_spi_body_json: If not None, this is a JSON object containing
the mock response sent by the back end. If None, this will create an
empty response.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.check_cors |
( |
|
self, |
|
|
|
request_headers, |
|
|
|
expect_response, |
|
|
|
expected_origin = None , |
|
|
|
expected_allow_headers = None , |
|
|
|
server_response = None |
|
) |
| |
Check that CORS headers are handled correctly.
Args:
request_headers: A list of (header, value), to be used as headers in the
request.
expect_response: A boolean, whether or not CORS headers are expected in
the response.
expected_origin: A string or None. If this is a string, this is the value
that's expected in the response's allow origin header. This can be
None if expect_response is False.
expected_allow_headers: A string or None. If this is a string, this is
the value that's expected in the response's allow headers header. If
this is None, then the response shouldn't have any allow headers
headers.
server_response: A dispatcher.ResponseTuple or None. The backend's
response, to be wrapped and returned as the server's response. If
this is None, a generic response will be generated.
Returns:
A string containing the body of the response that would be sent.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.setUp |
( |
|
self | ) |
|
Set up a dev Endpoints server.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_check_empty_response |
( |
|
self | ) |
|
Test that check_empty_response returns 204 for an empty response.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_check_non_empty_response |
( |
|
self | ) |
|
Test that check_empty_response returns None for a non-empty response.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_dispatch_rpc_error |
( |
|
self | ) |
|
Test than an RPC call that returns an error is handled properly.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_dispatch_spi_error |
( |
|
self | ) |
|
Check the error response if the SPI returns an error.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_cors |
( |
|
self | ) |
|
Test CORS support on a regular request.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_cors_preflight |
( |
|
self | ) |
|
Test a CORS preflight request.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_cors_preflight_invalid |
( |
|
self | ) |
|
Test a CORS preflight request for an unaccepted OPTIONS request.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_cors_preflight_request_headers |
( |
|
self | ) |
|
Test a CORS preflight request.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_non_json_spi_response_cors |
( |
|
self | ) |
|
Test that an error response still handles CORS headers.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_spi_response_batch_json_rpc |
( |
|
self | ) |
|
Verify that batch requests have an appropriate batch response.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_handle_spi_response_json_rpc |
( |
|
self | ) |
|
Verify headers transformed, JsonRpc response transformed, written.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_lily_uses_python_method_name |
( |
|
self | ) |
|
Verify Lily protocol correctly uses python method name.
This test verifies the fix to http://b/7189819
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_transform_json_rpc_response_batch |
( |
|
self | ) |
|
Verify request_id inserted into the body, and body into body.result.
| def google.appengine.tools.devappserver2.endpoints.endpoints_server_test.DevAppserverEndpointsServerTest.test_transform_rest_response |
( |
|
self | ) |
|
Verify the response is reformatted correctly.
The documentation for this class was generated from the following file:
- code/googleappengine-read-only/python/google/appengine/tools/devappserver2/endpoints/endpoints_server_test.py


Tom Corrigan / @thetommygnr
$ app/console
Symfony version 2.5.3 - app/dev/debug
Usage:
[options] command [arguments]
Options:
--help -h Display this help message.
--quiet -q Do not output any message.
--verbose -v|vv|vvv Increase the verbosity of messages: 1 for normal output, 2 for more verbose output and 3 for debug
--version -V Display this application version.
--ansi Force ANSI output.
--no-ansi Disable ANSI output.
--no-interaction -n Do not ask any interactive question.
--shell -s Launch the shell.
--process-isolation Launch commands from shell as a separate process.
--env -e The Environment name.
--no-debug Switches off debug mode.
Available commands:
help Displays help for a command
list Lists commands
assetic
assetic:dump Dumps all assets to the filesystem
assets
assets:install Installs bundles web assets under a public web directory
cache
cache:clear Clears the cache
cache:warmup Warms up an empty cache
config
config:debug Dumps the current configuration for an extension
config:dump-reference Dumps the default configuration for an extension
container
container:debug Displays current services for an application
doctrine
doctrine:cache:clear-metadata Clears all metadata cache for an entity manager
doctrine:cache:clear-query Clears all query cache for an entity manager
doctrine:cache:clear-result Clears result cache for an entity manager
doctrine:database:create Creates the configured databases
doctrine:database:drop Drops the configured databases
doctrine:ensure-production-settings Verify that Doctrine is properly configured for a production environment.
doctrine:generate:crud Generates a CRUD based on a Doctrine entity
doctrine:generate:entities Generates entity classes and method stubs from your mapping information
doctrine:generate:entity Generates a new Doctrine entity inside a bundle
doctrine:generate:form Generates a form type class based on a Doctrine entity
doctrine:mapping:convert Convert mapping information between supported formats.
doctrine:mapping:import Imports mapping information from an existing database
doctrine:mapping:info Shows basic information about all mapped entities
doctrine:query:dql Executes arbitrary DQL directly from the command line.
doctrine:query:sql Executes arbitrary SQL directly from the command line.
doctrine:schema:create Executes (or dumps) the SQL needed to generate the database schema
doctrine:schema:drop Executes (or dumps) the SQL needed to drop the current database schema
doctrine:schema:update Executes (or dumps) the SQL needed to update the database schema to match the current mapping metadata
doctrine:schema:validate Validates the doctrine mapping files
generate
generate:bundle Generates a bundle
generate:controller Generates a controller
generate:doctrine:crud Generates a CRUD based on a Doctrine entity
generate:doctrine:entities Generates entity classes and method stubs from your mapping information
generate:doctrine:entity Generates a new Doctrine entity inside a bundle
generate:doctrine:form Generates a form type class based on a Doctrine entity
init
init:acl Mounts ACL tables in the database
orm
orm:convert:mapping Convert mapping information between supported formats.
router
router:debug Displays current routes for an application
router:dump-apache Dumps all routes as Apache rewrite rules
router:match Helps debug routes by simulating a path info match
security
security:check Checks security issues in your project dependencies
server
server:run Runs PHP built-in web server
swiftmailer
swiftmailer:debug Displays current mailers for an application
swiftmailer:email:send Send simple email message
swiftmailer:spool:send Sends emails from the spool
translation
translation:debug Displays translation messages informations
translation:update Updates the translation file
twig
twig:debug Shows a list of twig functions, filters, globals and tests
twig:lint Lints a template and outputs encountered errors
yaml
yaml:lint Lints a file and outputs encountered errors
This will list every command registered in your application
$ app/console | grep twig
twig
twig:debug Shows a list of twig functions, filters, globals and tests
twig:lint Lints a template and outputs encountered errors
Combine it with grep
$ app/console d:s:v
The above is equivalent to:
$ app/console doctrine:schema:validate
If the shortcut is ambiguous the console helps you out
$ app/console help twig:lint
Dumps all your assets (CSS/JS) and applies all configured filters
$ app/console assetic:dump
Scans your files for changes and reprocesses any modified files.
$ app/console assetic:dump --watch
Combine this with the following configuration for a huge speedup in dev
#config.yml
assetic:
use_controller: false
$ app/console assets:install
Tip: put this in your composer.json and you'll never have to run this command again
"extra": {
"symfony-assets-install": "symlink"
}
$ app/console cache:clear
Clears the application cache for a given environment
This is the first thing I try whenever I encounter weirdness
Note the importance of specifying an environment. Each env has its own cache
$ app/console config:dump-reference
First run this without any arguments to see all registered bundles
$ app/console config:dump-reference twig
Then supply a bundle name or alias to view all configuration options and defaults
$ app/console config:debug
Very similar to config:dump-reference except that it shows your actual configuration
$ app/console config:debug twig
Like the last command you can then view the configuration for a bundle
$ app/console container:debug
I use this heaps with grep
$ app/console container:debug | grep form
Also useful:
$ app/console container:debug --tag=form.type
$ app/console generate:bundle
This is the first thing I do when starting a new project
$ app/console doctrine:generate:entity
Fantastic for quickly stubbing out entities on the command line
Demo!
$ app/console doctrine:generate:crud
Creates a form type, controller and templates
Another massive timesaver
$ app/console doctrine:generate:entities
Creates entity class from your mapping
The secret trick is it safely updates existing entities too!
doctrine:database:create Creates the configured databases
doctrine:database:drop Drops the configured databases
doctrine:mapping:convert Convert mapping information between supported formats.
doctrine:mapping:import Imports mapping information from an existing database
doctrine:mapping:info Shows basic information about all mapped entities
doctrine:query:dql Executes arbitrary DQL directly from the command line.
doctrine:query:sql Executes arbitrary SQL directly from the command line.
doctrine:schema:create Executes (or dumps) the SQL needed to generate the database schema
doctrine:schema:drop Executes (or dumps) the SQL needed to drop the current database schema
doctrine:schema:update Executes (or dumps) the SQL needed to update the database schema to match the current mapping metadata
doctrine:schema:validate Validates the doctrine mapping files
$ app/console security:check
Sends your composer.lock file to the SensioLabs Security Checker to see if any dependencies have know security issues
Work this in to your CI environment!
$ app/console server:run


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Database Management Course Notes
Use the listed exercises to develop further your understanding of computer based database systems.
Our teaching methodology with databases is to run limited classes (few sessions) discussing the 'theoretical' components of databases for students to have a grounding, and to continue with lab based exercises where the listed exercises are given to students.
The typical lab introduction format is as follows:
| Category | Further Information. | |
| Terms and Definitions | Provides a definition of 'database' and general terms that is encountered when using databases. | |
| SBS 1, SBS 2, SBS 3, SBS 4,SBS 5 |
SBS Introductory Step-by-step exercises in Microsoft Access. SBS 1 introduces creating a new database and how to create new tables. The guide explains how to find the solutions for Exercise 1 and 2 from the exercise booklet. SBS 2 - extends on the original exercises by introducing the use of Queries to find custom views of a database. The guide explains how to find the solutions for Exercise 7 from the exercise booklet. SBS 3 - extends the use of queries. This introducing shows how to sort a table within the table view, and then how to perform more complex sorting through Queries. The introduction uses a database called PayMaster that should be used during the review of the guide. SBS 4 - extends the use of Queries by performing queries on a database with more than one table. The guide shows how to make calculations using a query and how to formulate compound queries by using the logical operators AND and OR. The guide uses a database called PayMaster that should be used during the review of the guide. SBS 5 - Creating a Report to view your data. This introduction also instructs how to manually create summary data (for example finding the total of figures displayed in a report.) |
|
| Exercises | This is a list of exercises to be used in class and as assignments for the study of using databases. | |
| Quiz 1 Quiz 2 Quiz 3 Quiz 4 | Quizes designed to reenforce with students their level of comprehending database terminology, concepts. Binary and ASCII questions are asked in later quizzes. | |
| Practical, Marking | A Practical exercise taken from an exteranl examination students are required to take (1997). This exercise gives a good evaluation point of how the student has understood the concepts of databases and Microsoft Access and how well they can transfer this knowledge to outside problems. | |
| Practical 2 | Another practical exercise, without a marking schedule. | |
| Exercise Solutions | Sample Solutions to the above exercises, compressed here. Use a decompression utility such as WinZIP to extract the files once downloaded. |
Select a topic to view the materials written on the topic.
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[For a piece of the Kingdom, and
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| 1 | /* =========================================================== | |
| 2 | * JFreeChart : a free chart library for the Java(tm) platform | |
| 3 | * =========================================================== | |
| 4 | * | |
| 5 | * (C) Copyright 2000-2008, by Object Refinery Limited and Contributors. | |
| 6 | * | |
| 7 | * Project Info: http://www.jfree.org/jfreechart/index.html | |
| 8 | * | |
| 9 | * This library is free software; you can redistribute it and/or modify it | |
| 10 | * under the terms of the GNU Lesser General Public License as published by | |
| 11 | * the Free Software Foundation; either version 2.1 of the License, or | |
| 12 | * (at your option) any later version. | |
| 13 | * | |
| 14 | * This library is distributed in the hope that it will be useful, but | |
| 15 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY | |
| 16 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public | |
| 17 | * License for more details. | |
| 18 | * | |
| 19 | * You should have received a copy of the GNU Lesser General Public | |
| 20 | * License along with this library; if not, write to the Free Software | |
| 21 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, | |
| 22 | * USA. | |
| 23 | * | |
| 24 | * [Java is a trademark or registered trademark of Sun Microsystems, Inc. | |
| 25 | * in the United States and other countries.] | |
| 26 | * | |
| 27 | * -------------------------------- | |
| 28 | * AbstractPieLabelDistributor.java | |
| 29 | * -------------------------------- | |
| 30 | * (C) Copyright 2007, 2008, by Object Refinery Limited and Contributors. | |
| 31 | * | |
| 32 | * Original Author: David Gilbert (for Object Refinery Limited); | |
| 33 | * Contributor(s): -; | |
| 34 | * | |
| 35 | * Changes | |
| 36 | * ------- | |
| 37 | * 14-Jun-2007 : Version 1 (DG); | |
| 38 | * | |
| 39 | */ | |
| 40 | ||
| 41 | package org.jfree.chart.plot; | |
| 42 | ||
| 43 | import java.io.Serializable; | |
| 44 | import java.util.List; | |
| 45 | ||
| 46 | /** | |
| 47 | * A base class for handling the distribution of pie section labels. Create | |
| 48 | * your own subclass and set it using the | |
| 49 | * {@link PiePlot#setLabelDistributor(AbstractPieLabelDistributor)} method | |
| 50 | * if you want to customise the label distribution. | |
| 51 | */ | |
| 52 | public abstract class AbstractPieLabelDistributor implements Serializable { | |
| 53 | ||
| 54 | /** The label records. */ | |
| 55 | protected List labels; | |
| 56 | ||
| 57 | /** | |
| 58 | * Creates a new instance. | |
| 59 | */ | |
| 60 | public AbstractPieLabelDistributor() { | |
| 61 | this.labels = new java.util.ArrayList(); | |
| 62 | } | |
| 63 | ||
| 64 | /** | |
| 65 | * Returns a label record from the list. | |
| 66 | * | |
| 67 | * @param index the index. | |
| 68 | * | |
| 69 | * @return The label record. | |
| 70 | */ | |
| 71 | public PieLabelRecord getPieLabelRecord(int index) { | |
| 72 |
1
1. getPieLabelRecord : mutated return of Object value for org/jfree/chart/plot/AbstractPieLabelDistributor::getPieLabelRecord to ( if (x != null) null else throw new RuntimeException ) → KILLED |
return (PieLabelRecord) this.labels.get(index); |
| 73 | } | |
| 74 | ||
| 75 | /** | |
| 76 | * Adds a label record. | |
| 77 | * | |
| 78 | * @param record the label record (null not permitted). | |
| 79 | */ | |
| 80 | public void addPieLabelRecord(PieLabelRecord record) { | |
| 81 |
1
1. addPieLabelRecord : negated conditional → KILLED |
if (record == null) { |
| 82 | throw new IllegalArgumentException("Null 'record' argument."); | |
| 83 | } | |
| 84 | this.labels.add(record); | |
| 85 | } | |
| 86 | ||
| 87 | /** | |
| 88 | * Returns the number of items in the list. | |
| 89 | * | |
| 90 | * @return The item count. | |
| 91 | */ | |
| 92 | public int getItemCount() { | |
| 93 |
1
1. getItemCount : replaced return of integer sized value with (x == 0 ? 1 : 0) → SURVIVED |
return this.labels.size(); |
| 94 | } | |
| 95 | ||
| 96 | /** | |
| 97 | * Clears the list of labels. | |
| 98 | */ | |
| 99 | public void clear() { | |
| 100 |
1
1. clear : removed call to java/util/List::clear → SURVIVED |
this.labels.clear(); |
| 101 | } | |
| 102 | ||
| 103 | /** | |
| 104 | * Called by the {@link PiePlot} class. Implementations should distribute | |
| 105 | * the labels in this.labels then return. | |
| 106 | * | |
| 107 | * @param minY the y-coordinate for the top of the label area. | |
| 108 | * @param height the height of the label area. | |
| 109 | */ | |
| 110 | public abstract void distributeLabels(double minY, double height); | |
| 111 | ||
| 112 | } | |
Mutations | ||
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